There is a big map with a large landscape, with a lot of copy-pasted objects. Most objects on the map derive from 2-3 meshes and use the same shaders.
The game gives 100fps on average, and 200 fps on low settings.
However, it seems that it using 90% of VRAM and crashes if being loaded the second/third time during the game session.
How to fix it? How to reduce memory consumption? 2-3 meshes with 512x512 textures should not uccupy 11GB of Vram.
Is there any setting that should be tweaked in the engine settings? Should the buildings be converted into instanced meshes? If yes - how? There is no such option by default in the engine
Right click on the map file in the content browser and choose āsize mapā. It will tell you whatās eating the memoryā¦
Thanks for help, but it sounded a little bit passive-agressive⦠Having a bad day?
It didnāt sound passive-aggressive.
More than likely they are working on their own project, and are in āfocus-modeā; answering your question, and then moving on. Assume the best unless otherwise shown.
Hopefully it solved your issue.
But be aware that Unreal eats ANY available memory. So, an empty project can be just as greedy as a full one, because of all the caching Unreal does.
Not interested in fueling a conflict, just saying that adding a mysterious āā¦ā at the end of the sentence makes it sound like āyour question is stupid to me, the āmap sizeā is literally visible if you right click, I am smart and you are dumbā. Quite agressive, at least provocative it is. Thatās the whole point of passive agression - being nasty and getting
away with it. Signing off, not feeding the troll
Not at all
The ⦠was meant to mean āand then discoverā, or something like that.
I would have thought a full stop would have been more aggressive